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Thief: Deadly Shadows User Review

biggest_loser

Thief: Deadly Shadows. The best game in the series so far.

  • Posted Dec 13, 2007 12:43 am GMT
  • Recommended by 5 of 10 users.
Difficulty:
Hard
Time Spent:
10 to 20 Hours
The Bottom Line:
"Amazing"
Concluding a story is always difficult. It's even harder when it's the finale to what must be the most innovative and refreshing PC game to date. Nonetheless this was the task faced by Ion Storm. They took hold of the Thief series once the original developers, Looking Glass Studios, closed down. The pressure of having to live up to such a renowned title must have been unbearable. So the question remains: is this the game fans having been waiting so long for? Or is it lost in the shadows? Thankfully after finishing Thief: Deadly Shadows I quickly came to the conclusion that this was definitely the best game in the series so far.

Right from the very beginning you can see the variations in the game from its predecessors. The Dark Engine has been replaced with the Unreal technology that powered Deus Ex: Invisible War and the game looks absolutely dazzling. Just looking at the character models you can see they are more detailed and more fluent in their movement. Havoc physics has also been included as well. Bodies will now slump realistically (guards for example can slip on spilt oil) and boxes will tumble over if you bump into them. The real centrepiece of this engine though is the dynamic lighting and shadow system. Stepping into the light you can see your own shadow projected onto the walls around you. If you open a door the light from the next room will shine through making you easier to see. Light also shines through windows forcing players to reconsider their path.


By using the shadows to hide it is possible to avoid confrontation with enemies throughout almost every level. No other game except for perhaps Doom 3 has used light in such an effective manner. Not only is it a terrific and immensely realistic feature of the Unreal technology but it is also an integral part of the game play as well. The visuals are exemplary but the game matches this with the most effective use of sound to date. Stephen Russell brings Garrett to life with such amazing charisma and has done so for all three games. Never before has a character (or storyline for that matter) been so fascinating in a videogame. Equally impressive are the incidental sound effects, which in collaboration with the visuals often dictate the mood of the missions. As you enter a room the music builds up but all you're left with is yourself and nothing more. When you're creeping around a seaside mansion to the sound of soft, classical music it establishes a very romantic mood.

The game also wins points for the way it builds the tension in every stage. As a guard comes towards you, inspecting a noise, you'll crouch down low in a corner, holding your breathing, hoping they won't find you. It's not just the tension but the haunting atmosphere as well. As you dart from shadow to shadow in an abandoned building there might not be anything there but the tapping sound from the attic suggests that there very well COULD be. All of this would mean little if the game play wasn't as brilliant and as exciting as it is. There are several new additions to the classic Thief formula but fans will not feel left out in the dark with these. Rather than just being taken from one mission to another it is now possible to explore the city, purchase items from a series of black-market-like establishments or rob your neighbours. If a City Watch officer in these sections kills you you will wake up in prison so its best to avoid these guards.

The different sections of the city are broken up by load screens but with the relatively fast loading you want have to worry about this. Poorly drawn maps are supplied for these areas as well so the chances of getting lost are minimised. At first only a few areas are available but as the story unfolds more are unlocked. Sometimes these sections form the crux of the story other times it's just a blast to be able to sell your loot and stock up on some new thieving equipment. This design decision not only gives players greater freedom then the previous games but it also gives a greater sense of credibility and location to this relatively unknown city. It may not be the GTA-style form of freedom Looking Glass were going to instigate but it certainly is a lot of fun.

With the actual jobs you begin by listening to Garrett deliver his briefing of what is to happen in the mission. Simultaneously you can review your objectives or overlook your statistics. The architecture of the places you break into, as you would expect from a Thief game, is remarkable in both the scope and design. The biggest drawcard for the levels is that they are huge and non-linear, which is something games like Splinter Cell sorely lack. You are free to explore both halves (each mission is broken into two sections) but the flipside of this though is that guards, human or otherwise, are always around the corner. Even on the Hard difficulty setting they are awfully reactive. If they hear a noise they will stop to inspect it and if they see you they will not hesitate to kill you. Their actions are mostly natural. The amount of time they spend looking for you very much depends on how much they've seen or heard of you. Sometimes you'll even encounter guards bearing lit torches. It's quite spectacular to see them lite up a room as they move closer and closer towards you. Even servants, while unarmed, will catch you off guard, as they runoff only to return with help!

To combat your opponents your arsenal is made up of all the old weapons such as the various arrows and the blackjack. While the new climbing gloves, which allow you to scale walls, is lots of fun and allows for some exploration. This is a game that necessitates the use of both your eyes and ears. When searching for loot it is not obvious as to what is always valuable. The loot glint, which twinkles on anything of value, requires players to be especially observant. Likewise there are priceless conversations and remarks to be heard from both the NPC and Garrett himself.

What I really think makes all the Thief games so special though are the stories. By having all the events inside one fictional city the writers have been able to incorporate a terrific narrative that never seems uncreditable, no matter what strange and bizarre things are included. Much of it is told through some astoundingly animated cut scenes. It is a lengthy adventure that will have you drawn in for many hours. Concurrently Garret remains the sharpest personality to have graced PC gaming. His remarks are witty, he seems like a much more humanistic character than any other personality, and thanks to an available third-person mode, players will now have a better idea of who they're controlling.

Concluding a story is always difficult. Remarkably though Ion Storm have pulled it off. It is a deeply satisfying conclusion to what is the most intellectual and refreshing PC game to date. I'm doubtful that there will be more Thief games after this, which is sad in a way because this series alone has been a benchmark for both the stealth genre and how PC games are assembled. There is nothing more to say other than Thief: Deadly Shadows much like its predecessors is an intense and beautifully constructed game that will be remembered for years to come.

For:

+ Another terrific story.

+ Beautifully designed in all aspects.

+ Terrific and innovative use of light.

+ Impressive new features.

Against:

- A few minor control issues.

Verdict: If there's one title with the potential to cause an upset with the Game of the Year vote (2004) against Doom 3 and Half-Life 2 its this masterpiece.
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